/***************************************************************************
 *   oboe.math.Mesh2D                                                      *
 *   Copyright (C) 2011 by Felipe Manga                                    *
 *   lufeboma@gmail.com                                                    *
 *                                                                         *
 *   Permission is hereby granted, free of charge, to any person obtaining *
 *   a copy of this software and associated documentation files (the       *
 *   "Software"), to deal in the Software without restriction, including   *
 *   without limitation the rights to use, copy, modify, merge, publish,   *
 *   distribute, sublicense, and/or sell copies of the Software, and to    *
 *   permit persons to whom the Software is furnished to do so, subject to *
 *   the following conditions:                                             *
 *                                                                         *
 *   The above copyright notice and this permission notice shall be        *
 *   included in all copies or substantial portions of the Software.       *
 *                                                                         *
 *   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       *
 *   EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    *
 *   MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. *
 *   IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR     *
 *   OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, *
 *   ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR *
 *   OTHER DEALINGS IN THE SOFTWARE.                                       *
 ***************************************************************************/

package oboe.math
{
	import flash.display.Graphics;
	import flash.display.Sprite;
	
	import oboe.controllers.NodeController;
	import oboe.core.RenderSettings;

	public class Mesh2D
	{
		protected var frames:Vector.<Frame>;
		
		public function Mesh2D( frames:Vector.<Frame> )
		{
			this.frames = frames;
		}
		
		public function draw( s:RenderSettings ):void
		{
			if( 
				!this.frames || 
				s.frame >= this.frames.length || 
				s.mode == RenderSettings.MODE_CACHE_ONLY 
			) return;
			
			this.frames[ int(s.frame) ].draw( s );
		}
	}
}